Difference between revisions of "Guided Missiles"
| Line 10: | Line 10: | ||
* ability to simultaneously launch multiple missiles to stack damage | * ability to simultaneously launch multiple missiles to stack damage | ||
* ability to share a stock of missiles across multiple users | * ability to share a stock of missiles across multiple users | ||
| + | |||
<hr> | <hr> | ||
| + | |||
The proposed rule is that essentially ALL missiles are guided. | The proposed rule is that essentially ALL missiles are guided. | ||
| Line 20: | Line 22: | ||
* each missile has separate attack attempts - meaning swarms have a greater statistical spread of probability to hit as well as increased potential damage | * each missile has separate attack attempts - meaning swarms have a greater statistical spread of probability to hit as well as increased potential damage | ||
* operators can override normal guidance and apply "standard attack" - but only for attacks within 1 turn's range | * operators can override normal guidance and apply "standard attack" - but only for attacks within 1 turn's range | ||
| + | |||
<table cellpadding=3 cellspacing=0 border=1> | <table cellpadding=3 cellspacing=0 border=1> | ||
Revision as of 04:17, 29 December 2021
proposed rule
Current rule missiles are standard-attack 1-use weapons. Standard-attack uses:
- the pilot/gunner/operator's bonus to hit and dice pool, plus whatever targeting bonus the missile might add
- range of the missile is the operational range in that attack turn - miss and you're done
- exception is the "idiot savant" missiles
Benefits of current rule missiles:
- ability to simultaneously launch multiple missiles to stack damage
- ability to share a stock of missiles across multiple users
The proposed rule is that essentially ALL missiles are guided.
- missiles cost no dice to use - assigning targets and launching are free actions
- missiles have 2D to attack, and 2D for movement or defense (assigned at launch)
- missiles can have multiple turns to seek their assigned target
- missile movement capability versus the range they are launched from determines whether their few turns are spent streaking towards their target or making attack attempts
- each missile has separate attack attempts - meaning swarms have a greater statistical spread of probability to hit as well as increased potential damage
- operators can override normal guidance and apply "standard attack" - but only for attacks within 1 turn's range
| 0 | Typical Missile |
| Damage | 1D |
| Speed | 25 km/turn |
| Range | 4 turns |
| Bonus to Hit | +3 |
| Bonus to Duck | +3 |
| Stamina | 1 |